Shader "SfxProfile/OverDraw/OverDraw-Cycles-Transparent"
{
	Properties
	{
		_Cycles ("ShaderCycles", Float) = 0.0
	}
	SubShader
	{
		Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
		Fog { Mode Off }
		ZWrite Off
		ZTest Always
		ZTest LEqual
		Blend One One
		Cull Off 

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			float _Cycles;

			struct appdata
			{
				float4 vertex : POSITION;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
			};

			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				return o;
			}

			float2 frag(v2f i) : SV_Target
			{
				 return float2(_Cycles, 1.0);
			}
			ENDCG
		}
	}
}